{ "data": [ { "id": 1, "type": 1, "group": 1001, "node": "", "title": "精灵属性", "text": "也称“精灵系别”,指精灵天生所属的属性,决定着精灵的克制面被克制面,可分为单属性双属性;单属性精灵在使用本系技能时,可以获得本系加成的50%伤害提升,双属性精灵在使用除了对应的双属性技能外,分别的单属性技能也可以获得本系加成", "picture": "62", "searchword": "精灵系别 元素", "jump": "1_1_300667 2_2_13" }, { "id": 2, "type": 1, "group": 1001, "node": "", "title": "精灵属性", "text": "单属性之间的克制系数存在4种:无效(0倍)微弱(0.5倍)普通(1倍)克制(2倍)", "picture": "63", "searchword": "", "jump": "" }, { "id": 3, "type": 1, "group": 1001, "node": "", "title": "精灵属性", "text": "双属性对单属性的克制系数,取决于双属性方两种属性分别计算对单属性方的克制倍数相加并除以2,(如果其中存在0倍,则除以4,若均为2倍,则除以1)", "picture": "114", "searchword": "", "jump": "" }, { "id": 4, "type": 1, "group": 1001, "node": "", "title": "精灵属性", "text": "单属性对双属性的克制系数,取决于单属性方分别计算对双属性方两种属性的克制倍数相加并除以2,(如果其中存在0倍,则除以4,若均为2倍,则不除以)", "picture": "115", "searchword": "", "jump": "" }, { "id": 5, "type": 1, "group": 1001, "node": "", "title": "精灵属性", "text": "双属性对双属性的克制系数,取决于进攻方分别计算对守备方两种属性的克制倍数相加并除以2", "picture": "116", "searchword": "", "jump": "" }, { "id": 6, "type": 1, "group": 1002, "node": "", "title": "专属特性", "text": "部分精灵有着强大的专属特性,专属特性将为精灵提供特殊的战斗加成或特殊能力,使精灵在对战中除了技能外可以有更多可触发的效果", "picture": "64", "searchword": "", "jump": "" }, { "id": 7, "type": 1, "group": 1003, "node": "", "title": "种族值", "text": "不同的精灵有着不同的只属于自己的成长方向,而决定这个成长方向的就是种族值。精灵的种族值越高,此项数据的成长上限也就越高", "picture": "66", "searchword": "", "jump": "" }, { "id": 8, "type": 1, "group": 1004, "node": "", "title": "精灵羁绊", "text": "在剧情中有着特殊关系的精灵,他们的能力也会发生共鸣。当同时拥有这两只精灵后,通过特定活动即可开启羁绊。开启后的精灵可以解锁更多的能力,获得更高的提升,包括不限于能力值、技能、专属特性等", "picture": "67", "searchword": "", "jump": "" }, { "id": 9, "type": 2, "group": 2001, "node": "", "title": "精灵等级", "text": "在升级项目中,使用累积经验、升级道具即可进行等级的提升,精灵等级越高,精灵的能力值也就越高,最高可提升至100级", "picture": "95", "searchword": "", "jump": "" }, { "id": 10, "type": 2, "group": 2002, "node": "", "title": "体力上限", "text": "通过使用体力上限提升药剂即可对精灵的体力上限进行提升,最高可提升至20点", "picture": "96", "searchword": "", "jump": "" }, { "id": 11, "type": 2, "group": 2003, "node": "", "title": "精灵天赋", "text": "在性格天赋项目中,通过使用天赋养成的道具即可对精灵的天赋进行洗练,在满级状态下每有1点天赋,各项能力的基础数值就会提高1点。天赋最高可洗练至31点", "picture": "97", "searchword": "", "jump": "" }, { "id": 12, "type": 2, "group": 2004, "node": "", "title": "精灵性格", "text": "在性格天赋项目中,通过使用性格养成的道具即可对精灵的性格进行洗练,不同的性格有着不同的项目加成与削减,如固执可以提升10%的攻击值、减少10%的特攻值等。选择合适的性格可以提升精灵的战斗力", "picture": "98", "searchword": "", "jump": "" }, { "id": 13, "type": 2, "group": 2005, "node": "", "title": "精灵学习力", "text": "在学习力项目中,使用累积学习、学习力道具即可进行学习力的提升,不计算性格加成的情况下,每有4点学习力即可提升1点对应的能力值。每项学习力最高可提升至255,换算为63点对应能力值", "picture": "99", "searchword": "", "jump": "" }, { "id": 14, "type": 2, "group": 2006, "node": "", "title": "精灵特性", "text": "在特性项目中,使用特性调整下的特性开启晶片即可获得特性。使用特性重组剂、特性附体芯片可以改变特性。合适的特性可以大幅度提升精灵的战斗力,如坚硬所带来的5%的伤害减免、强袭提供的3%伤害提升", "picture": "100", "searchword": "", "jump": "" }, { "id": 15, "type": 2, "group": 2006, "node": "", "title": "精灵特性", "text": "获得心仪的特性后,还可以对特性进行升星。特性的星级越高,效果也就越强,最高可提升至5星", "picture": "101", "searchword": "", "jump": "" }, { "id": 16, "type": 2, "group": 2007, "node": "", "title": "全能刻印", "text": "在刻印项目中,可以对全能刻印进行调配。全能刻印可以大幅度地提升精灵的六维数值,类别上可以区分为:五角刻印、四角刻印、三角刻印、二角刻印;角的数量对应着加成的维数。对全能刻印进行升级后,刻印的加成数值会提升,部分刻印在升至满级后,还可以激活隐藏加成", "picture": "102", "searchword": "", "jump": "" }, { "id": 17, "type": 2, "group": 2007, "node": "", "title": "全能刻印", "text": "每个全能刻印都有着自己的所属系列,一个精灵最多同时装备两个同系列的刻印(如果是专属刻印,则只能装备一个)", "picture": "103", "searchword": "", "jump": "" }, { "id": 18, "type": 2, "group": 2007, "node": "", "title": "全能刻印", "text": "装备全能刻印后,刻印将会绑定于精灵,无法再装备给其他精灵ID不同的精灵;游戏会不定期地开放刻印回溯活动,在活动中可以重置刻印的绑定状态", "picture": "104", "searchword": "", "jump": "" }, { "id": 19, "type": 2, "group": 2007, "node": "", "title": "全能刻印", "text": "每次装备镶嵌有宝石的刻印时,都可以选定宝石所绑定的技能,为技能提供能强的效果。当刻印镶嵌宝石后,后续的镶嵌只能嵌入同类别但等级更高的宝石;游戏会不定期地开放刻印回溯活动,在活动中可以重置刻印宝石的镶嵌状态", "picture": "105", "searchword": "", "jump": "" }, { "id": 20, "type": 2, "group": 2008, "node": "", "title": "技能石", "text": "在技能项目中,除了更换技能外,还可以对技能石进行调配;通过使用技能石,可以用技能石替换精灵当前所拥有的技能,在实战中发挥更大的作用", "picture": "106", "searchword": "", "jump": "" }, { "id": 21, "type": 2, "group": 2008, "node": "", "title": "技能石", "text": "除了使用技能石外,低级的技能石可以通过合成变为威力更高的高级技能石;每次合成需要放入2~4个任意技能石,合成成功后将获得比所放入的最高级技能石更高一级的技能石;放入技能石越多、等级越高,合成的成功率就越高,失败后有概率损坏放入的技能石", "picture": "107", "searchword": "", "jump": "" }, { "id": 22, "type": 2, "group": 2008, "node": "", "title": "技能石", "text": "使用同系别的低级技能石可以合成出同系别更高级的技能石,使用不同系别的低级技能石可以合成出未知系别的更高级技能石;未知系别的技能石可以通过开启变成随机系别的技能石", "picture": "108", "searchword": "", "jump": "" }, { "id": 23, "type": 2, "group": 2009, "node": "", "title": "精灵抗性", "text": "在抗性项目中,如果该精灵可以开启抗性,那么消耗1个泰坦神石即可开启抗性;开启后,精灵可以通过强化精灵抗性,提升精灵对于暴击伤害固定伤害百分比伤害异常状态的抵抗能力,抗性开启后,所有项目默认有着5%的初始值,", "picture": "109", "searchword": "", "jump": "" }, { "id": 24, "type": 2, "group": 2009, "node": "", "title": "精灵抗性", "text": "致命伤害减免(减少受到的致命一击伤害)、固定伤害减免(减少受到的固定伤害)、百分比伤害减免(减少受到的百分比伤害)通过消耗红宝石即可进行提升,单项分别最高可提升至35%,单项最高消耗155个红宝石", "picture": "110", "searchword": "", "jump": "" }, { "id": 25, "type": 2, "group": 2009, "node": "", "title": "精灵抗性", "text": "异常抗性可以帮助精灵免疫即将进入的特定某种异常状态,可以通过使用轮回神石等道具调整免疫的项目,然后消耗绿宝石提升其中2~6项异常状态的免疫概率,单项最高55%;异常抗性最高共计消耗200个绿宝石,当消耗达到200个绿宝石时,还可以额外激活全面抗性——对所有异常状态的免疫概率提升5%", "picture": "111", "searchword": "", "jump": "" }, { "id": 26, "type": 2, "group": 2010, "node": "", "title": "战队加成", "text": "在赛尔战队中,可以消耗战队贡献,在战队精灵科技中心对精灵进行六维的提升;科技中心的等级越高,可提升的上限就越高", "picture": "112", "searchword": "", "jump": "" }, { "id": 27, "type": 2, "group": 2011, "node": "", "title": "对战道具", "text": "在pve对战中,部分道具也可以对精灵的能力值进行提升,如能量珠、全面提升药剂等;在一些对精灵要求较为严苛的关卡中,这些道具会起到至关重要的作用", "picture": "113", "searchword": "", "jump": "" }, { "id": 28, "type": 3, "group": 3001, "node": "", "title": "勇者征程", "text": "完成新手关卡正式进入游戏后,勇者征程将会开启;随着勇者任务的完成,勇者等级将会提升,在获得等级奖励的同时更多功能也会随之开启", "picture": "68", "searchword": "", "jump": "" }, { "id": 29, "type": 3, "group": 3002, "node": "", "title": "赛尔套装", "text": "个人项目下,通过编辑装扮功能即可对赛尔的装备进行变更;赛尔套装按部件可分为头部、面部、手部、腰部、脚部共5种部件", "picture": "69", "searchword": "", "jump": "" }, { "id": 30, "type": 3, "group": 3002, "node": "", "title": "赛尔套装", "text": "部分强力的赛尔装备可以为背包中的精灵提供战力加成,包括不限于能力值、命中率、特殊效果等;有的赛尔装备只需要一个部件即可获得加成,称为装扮效果,而有的需要整套装备才可以获得,称为套装效果", "picture": "69", "searchword": "", "jump": "" }, { "id": 31, "type": 3, "group": 3003, "node": "", "title": "战斗火焰", "text": "个人项目下,每日都可以免费领取10分钟的PVE战斗火焰(VIP玩家为30分钟);根据火焰类型不同,PVE对战中精灵将会获得非常强力的加成;在首次领取的战斗火焰结束后,还可以通过消耗友谊之星再次领取", "picture": "70", "searchword": "", "jump": "" }, { "id": 32, "type": 3, "group": 3005, "node": "", "title": "赛尔称号", "text": "个人项目下,玩家可以更换自己的称号;部分称号可以为精灵提供加成,称为能力称号,对精灵没有加成的称为纪念称号;游戏会不定期地开放成就、称号的获得", "picture": "71", "searchword": "", "jump": "" }, { "id": 33, "type": 3, "group": 3006, "node": "", "title": "精灵仓库", "text": "当玩家获得精灵同时精灵背包已满时,精灵会默认进入精灵仓库;精灵仓库可以存放大量的精灵,玩家可以按需要将仓库中的精灵加入精灵背包,加入背包的精灵将不会在仓库中显示", "picture": "72", "searchword": "", "jump": "" }, { "id": 34, "type": 3, "group": 3007, "node": "", "title": "精英仓库", "text": "对于部分常用或重要的精灵,可以选择通过加入精英将他们从精灵仓库转移至精英收藏;精英仓库有80个收藏位,玩家可以按需要将精英收藏的精灵加入精灵背包,加入精英收藏的精灵即使放入背包,也会在精英仓库中以当前出战的形式展示", "picture": "73", "searchword": "", "jump": "" }, { "id": 35, "type": 3, "group": 3008, "node": "", "title": "精灵遣返", "text": "精灵遣返功能默认为关闭,当仓库中有不需要的精灵时,可以在36小时的等待后开启精灵遣返功能,对不需要的精灵进行遣返;被遣返的精灵将会从精灵仓库中消失,部分限制遣返的精灵需要拥有数量超过3只后才会开放遣返", "picture": "74", "searchword": "", "jump": "" }, { "id": 36, "type": 3, "group": 3009, "node": "", "title": "图鉴等级", "text": "每当玩家获得了新的精灵、皮肤、套装、刻印时,根据获得项目的类型与品质,将会额外获得不同的图鉴积分,当积分达到一定量后,即可提升图鉴等级", "picture": "75", "searchword": "", "jump": "" }, { "id": 37, "type": 3, "group": 3010, "node": "", "title": "图鉴奖励", "text": "每次提升图鉴等级后,都可以前往奖励页面领取等级对应的奖励", "picture": "76", "searchword": "", "jump": "" }, { "id": 38, "type": 3, "group": 3011, "node": "", "title": "经验训练场", "text": "位于资源收集-基础,可以获得大量的累积经验、功勋点数、记忆作战模组", "picture": "78", "searchword": "", "jump": "" }, { "id": 39, "type": 3, "group": 3012, "node": "", "title": "学习力战场", "text": "位于资源收集-基础,可以获得大量的学习力、功勋点数、记忆作战模组", "picture": "79", "searchword": "", "jump": "" }, { "id": 40, "type": 3, "group": 3013, "node": "", "title": "勇者之塔", "text": "位于资源收集-基础,可以获得大量的梦幻宝石、功勋点数、记忆作战模组", "picture": "80", "searchword": "", "jump": "" }, { "id": 41, "type": 3, "group": 3014, "node": "", "title": "泰坦矿洞", "text": "位于资源收集-基础,可以获得大量的泰坦之灵、全能刻印、刻印宝石", "picture": "81", "searchword": "", "jump": "" }, { "id": 42, "type": 3, "group": 3015, "node": "", "title": "作战实验室", "text": "位于资源收集-基础,可以获得大量的养成资源、通用刻印激活水晶、星礼、特性附体芯片", "picture": "82", "searchword": "", "jump": "" }, { "id": 43, "type": 3, "group": 3016, "node": "", "title": "精灵王试炼", "text": "位于资源收集-进阶,可以获得各系精灵王、精灵王刻印", "picture": "83", "searchword": "", "jump": "" }, { "id": 44, "type": 3, "group": 3017, "node": "", "title": "X战队密室", "text": "位于资源收集-进阶,可以获得天赋提升药剂、技能石", "picture": "84", "searchword": "", "jump": "" }, { "id": 45, "type": 3, "group": 3018, "node": "", "title": "六界神王殿", "text": "位于资源收集-进阶,可以获得抗性养成道具", "picture": "85", "searchword": "", "jump": "" }, { "id": 46, "type": 3, "group": 3019, "node": "", "title": "神兽之威", "text": "位于资源收集-进阶,可以获得神兽精灵、神兽刻印", "picture": "86", "searchword": "", "jump": "" }, { "id": 47, "type": 3, "group": 3020, "node": "", "title": "忍法研习社", "text": "位于资源收集-进阶,可以获得体力上限提升药剂、性格转化剂仅在周五六日开启)", "picture": "87", "searchword": "", "jump": "" }, { "id": 48, "type": 3, "group": 3021, "node": "", "title": "星际迷航", "text": "位于资源收集-进阶,可以获得大量珍贵精灵养成道具、刻印养成道具仅在周五六日开启)", "picture": "88", "searchword": "", "jump": "" }, { "id": 49, "type": 3, "group": 3022, "node": "", "title": "资源商店", "text": "位于资源收集,可以使用资源副本产出的道具(如功勋点数、王者精魄等),兑换精灵、刻印、大量养成道具", "picture": "89", "searchword": "", "jump": "" }, { "id": 50, "type": 3, "group": 3023, "node": "", "title": "SPT挑战", "text": "位于日常挑战,征服星系boss即可获得SPT精灵、能量珠、精灵因子等珍贵道具", "picture": "90", "searchword": "", "jump": "" }, { "id": 51, "type": 3, "group": 3024, "node": "", "title": "精灵关卡", "text": "星系神兽、战神联盟、混沌魔君·索伦森、圣灵谱尼,往期强力精灵每周最新精灵都会收纳于精灵关卡之中", "picture": "94", "searchword": "", "jump": "" }, { "id": 52, "type": 3, "group": 3025, "node": "1", "title": "巅峰圣战", "text": "巅峰圣战是与其他赛尔对战与比拼的平台,有着多样的段位、丰厚的奖励、具有不同规则的玩法模式,和精灵爱好者们的激斗之魂;培养自己的精灵,组建自己的阵容,这里是验证你努力成果的地方,加入到巅峰圣战之中向所有赛尔证明自己吧", "picture": "93", "searchword": "", "jump": "" }, { "id": 53, "type": 3, "group": 3025, "node": "1_1", "title": "基本玩法", "text": "巅峰圣战以季度为单位计算时间,赛季结束后,玩家段位、天梯排行榜将会被重置", "picture": "176", "searchword": "", "jump": "" }, { "id": 54, "type": 3, "group": 3025, "node": "1_1_1", "title": "段位", "text": "部分模式存在段位设定,不同模式的段位独立计算;抵达更高的段位将匹配到更强大的对手、获取更丰富的奖励。每个赛季结束后会根据赛尔上赛季该模式的最终段位生成赛尔下赛季该模式的初始段位,上赛季结算时的段位越高下赛季初始段位越高", "picture": "176", "searchword": "", "jump": "" }, { "id": 55, "type": 3, "group": 3025, "node": "1_1_1", "title": "段位", "text": "依照抵达顺序,赛尔的段位被分为学徒、猛将、天骄、王者、圣皇五个等级。王者及以下段位采用积分制,最低0分最高100分,圣皇段位采用星级制,最低0星最高100星;圣皇的星级达到100时,段位将会晋升为特殊段位宇宙圣皇,宇宙圣皇将承袭圣皇的星级且最高可达9999星,但在低于100星时会回退至圣皇段位", "picture": "176", "searchword": "", "jump": "" }, { "id": 56, "type": 3, "group": 3025, "node": "1_1_2", "title": "竞技模式", "text": "竞技模式是一个更公平,更轻松,更有乐趣的对战模式,于每天的11:00~15:00、18:00~22:00开放,具有段位设定。匹配开始前,赛尔需要在背包中放入至少6只满级的精灵,匹配完成后,双方可以互相禁止对方使用的3只精灵,随后选择出战至多6只精灵", "picture": "176", "searchword": "", "jump": "" }, { "id": 57, "type": 3, "group": 3025, "node": "1_1_2", "title": "竞技模式", "text": "竞技模式最高回合数为50回合,战斗开始10回合后赛尔可以选择认输,若双方同一回合认输则视为平局;战斗超过50回合时系统将结束战斗并使存活精灵数量多的一方获胜。若双方存活精灵数量相同则视为平局,平局不产生分数/星级变更。竞技模式禁止使用重复序号的精灵进行对战,并且在天骄及以上段位适用竞技池的限制内容", "picture": "176", "searchword": "", "jump": "" }, { "id": 58, "type": 3, "group": 3025, "node": "1_1_3", "title": "休闲模式", "text": "休闲模式包含多种不同规则的模式,未来也许会出现更多玩法……", "picture": "177", "searchword": "", "jump": "" }, { "id": 59, "type": 3, "group": 3025, "node": "1_1_3_1", "title": "狂野模式", "text": "狂野模式是一个更自由,更激烈,更有挑战的对战模式,于每天的20:00~23:30开放,具有段位设定。匹配开始前,赛尔需要在背包中放入至少6只满级的精灵,匹配完成后,双方可以互相禁止对方使用的3只精灵,随后选择出战至多6只精灵", "picture": "178", "searchword": "", "jump": "" }, { "id": 60, "type": 3, "group": 3025, "node": "1_1_3_1", "title": "狂野模式", "text": "狂野模式最高回合数为50回合,战斗开始10回合后赛尔可以选择认输,若双方同一回合认输则视为平局;战斗超过50回合时系统将结束战斗并使存活精灵数量多的一方获胜。若双方存活精灵数量相同则视为平局,平局不产生分数/星级变更。狂野模式可以使用重复序号的精灵进行对战", "picture": "178", "searchword": "", "jump": "" }, { "id": 61, "type": 3, "group": 3025, "node": "1_1_3_2", "title": "3v3模式", "text": "3v3模式是一个更简明,更快节奏的对战模式,全天开放,没有段位设定。匹配开始前,赛尔需要在背包中放入至少6只满级的精灵,匹配完成后,双方可以互相禁止对方使用的2只精灵,随后选择出战至多3只精灵", "picture": "177", "searchword": "", "jump": "" }, { "id": 62, "type": 3, "group": 3025, "node": "1_1_3_2", "title": "3v3模式", "text": "3v3模式没有最高回合数,也没有认输选项,可以使用重复序号的精灵进行对战", "picture": "177", "searchword": "", "jump": "" }, { "id": 63, "type": 3, "group": 3025, "node": "1_1_3_3", "title": "巅峰试炼", "text": "巅峰试炼是一个帮助赛尔熟悉与理解精灵对战的基础概念和相关术语的人机模式,赛尔在这里可以使用系统提供的精灵对战达成试炼内容,以模拟实战中常见的一些状况与决策", "picture": "177", "searchword": "", "jump": "" }, { "id": 64, "type": 3, "group": 3025, "node": "1_1_3_3", "title": "巅峰试炼", "text": "巅峰试炼内容目前仅包含初阶试炼,未来也许会出现更多内容……", "picture": "177", "searchword": "", "jump": "" }, { "id": 65, "type": 3, "group": 3025, "node": "1_1_4", "title": "自由模式", "text": "自由模式是一个可供赛尔自定义对战规则的对战模式,全天开放,没有段位设定。创建房间的诸多设置中,匹配模式的设置决定着房间是恭候挑战者的擂台还是与朋友交流切磋的舞台", "picture": "179", "searchword": "", "jump": "" }, { "id": 66, "type": 3, "group": 3025, "node": "1_1_4", "title": "自由模式", "text": "房间的各项设置在创建房间后无法再次改变。匹配模式为自由匹配时,房间会被其他赛尔快速加入,匹配模式为仅限好友时,房间仅能通过8位数的唯一房间号指定加入。挑战者完成准备后,双方均无法再打开精灵背包,若20秒内房主未选择开始对战,房间会自动关闭", "picture": "179", "searchword": "", "jump": "" }, { "id": 67, "type": 3, "group": 3025, "node": "1_2", "title": "排行榜", "text": "排行榜以赛尔们当赛季的战绩进行排行,每个赛季结束时将清空排行榜。排行榜会统计不同模式下的玩家排行、精灵排行、装扮排行和称号排行,其中玩家排行会统计分数/星级最高的500名玩家的当前段位,精灵排行、装扮排行、称号排行会统计对应项目的胜场数、出场数、禁用场数的榜单", "picture": "93", "searchword": "", "jump": "" }, { "id": 68, "type": 3, "group": 3025, "node": "1_3", "title": "奖励兑换", "text": "以战令任务的产物蓝晶币、紫晶币为主要代币的商城,不会随着赛季更新而更新。这里包含巅峰圣战专用的强力药剂、圣战系列刻印、各种各样的一代刻印宝石,以及强大的能力装扮等等商品", "picture": "169", "searchword": "", "jump": "" }, { "id": 69, "type": 3, "group": 3025, "node": "1_4", "title": "竞技池", "text": "竞技池分为限制池与准限制池,是两个对部分精灵进行不同程度上限制的名单,现有的主要适用对象为达到了天骄及以上段位的竞技模式。通常来说适用竞技池的模式会沿用竞技池本身的规则,即限制池中仅可以选择2只精灵携带,准限制池中仅可以选择3只精灵携带;未来也许会出现基于竞技池名单的更多模式……", "picture": "170", "searchword": "", "jump": "" }, { "id": 70, "type": 3, "group": 3025, "node": "1_5", "title": "赛季战令", "text": "每个赛季更新的活跃奖励,包含大量各类基础资源、V8系列刻印/幻灵系列刻印、更有赛季主题强力精灵与热门精灵的传说皮肤", "picture": "171", "searchword": "", "jump": "" }, { "id": 71, "type": 3, "group": 3025, "node": "1_5_1", "title": "战令奖励", "text": "战令等级以赛尔当赛季的进度进行累积,每个赛季结束时将清空战令等级。战令等级鼓励赛尔完成战令任务积累战令经验,进而领取精英秘宝;赛尔可以购买战令等级提前领取精英秘宝,也可以购买进阶战令额外领取进阶秘宝", "picture": "171", "searchword": "", "jump": "" }, { "id": 72, "type": 3, "group": 3025, "node": "1_5_2", "title": "战令任务", "text": "囊括每日任务、每周任务、赛季任务三种任务类型。在提供战令经验的同时,三种任务还会分别产出蓝晶币、紫晶币、战令币资源", "picture": "172", "searchword": "", "jump": "" }, { "id": 73, "type": 3, "group": 3025, "node": "1_5_3", "title": "战令商城", "text": "以战令任务的产物战令币为主要代币的商城,会随着赛季更新而进行一定的更新。这里包含可能产出强力精灵因子的礼盒、各种实用的特性生成芯片,以及精灵强大的追加技能", "picture": "173", "searchword": "", "jump": "" }, { "id": 74, "type": 3, "group": 3025, "node": "1_6", "title": "成就奖励", "text": "这里集中了和巅峰圣战相关的全部成就", "picture": "174", "searchword": "", "jump": "" }, { "id": 75, "type": 3, "group": 3025, "node": "1_7", "title": "段位奖励", "text": "这里集中了和巅峰圣战段位相关的全部奖励,其中段位奖励在赛尔首次达到对应段位发放,赛季奖励在赛季结束后根据赛尔当赛季抵达的最高段位发放", "picture": "175", "searchword": "", "jump": "" }, { "id": 76, "type": 4, "group": 4001, "node": "2", "title": "精灵技能", "text": "每个精灵初始都会拥有1个技能,随着等级的提升,精灵拥有的技能会越来越多;部分除了升级之外,参与活动、使用道具也可以获得额外的技能;除第五技能外,精灵可以同时携带的普通技能最多为4个,在对战界面中从左至右分别占用1~4号技能位", "picture": "1", "searchword": "", "jump": "" }, { "id": 77, "type": 4, "group": 4001, "node": "2_1", "title": "技能系别", "text": "所有技能都会带有自己的系别,攻击技能所造成的伤害会乘以对对手的克制倍数,而技能的系别影响着这个克制倍数;如果使用的攻击技能存在于精灵自身的系别中(如火系精灵、火战斗系精灵等使用火系攻击技能),伤害会额外获得50%的本系加成;属性技能的系别不同于任何一个已有的精灵系别,为特殊的独立系别", "picture": "1", "searchword": "", "jump": "" }, { "id": 78, "type": 4, "group": 4001, "node": "2_2", "title": "技能威力", "text": "技能的威力影响着攻击技能的伤害,威力越高,攻击技能造成的伤害就越高;与技能威力有关的战斗效果仅取技能所标注的威力值,无论技能威力通过各种效果产生什么样的变化,均不会影响到相关的战斗效果", "picture": "2", "searchword": "", "jump": "" }, { "id": 79, "type": 4, "group": 4001, "node": "2_3", "title": "技能类型", "text": "精灵技能的类型分为2种:攻击技能属性技能;前者主要以进攻目的,可以造成攻击伤害,后者主要为改变自身或对手的状态", "picture": "3", "searchword": "", "jump": "" }, { "id": 80, "type": 4, "group": 4001, "node": "2_3", "title": "技能类型", "text": "攻击技能的类型又可以再分为物理攻击技能特殊攻击技能,前者造成的伤害受到物攻、防御值影响,后者造成的伤害受到特攻、特防影响", "picture": "4", "searchword": "", "jump": "" }, { "id": 81, "type": 4, "group": 4001, "node": "2_4", "title": "技能次数", "text": "战斗中多称为PP值,每个技能都有着自己的最大使用次数,每次使用都会使当前的使用次数减1;技能的选择受到PP值的限制,当前使用次数为0时,技能将无法选择,使用活力恢复药剂可以提升当前的使用次数", "picture": "5", "searchword": "PP值", "jump": "" }, { "id": 82, "type": 4, "group": 4001, "node": "2_5", "title": "技能先制", "text": "会直接影响到双方精灵出手顺序的项目,当双方选择技能后,先制较高的一方会优先出手,当双方先制相等时,速度值较高的一方会优先出手,若速度值也相同,则随机出手", "picture": "6", "searchword": "", "jump": "" }, { "id": 83, "type": 4, "group": 4001, "node": "2_6", "title": "技能定位", "text": "根据技能的效用,精灵的技能会有一个大致定位,如:带有先制效果的先手神技,带有强化效果的强化神技,改变双方某些状态的防御神技、带有压制效果的制敌神技等", "picture": "12", "searchword": "", "jump": "" }, { "id": 84, "type": 4, "group": 4001, "node": "2_7", "title": "第五技能", "text": "部分精灵在拥有除了通用的4个技能槽外,还可以额外开启第五技能,第五技能相对独立且开启后强制携带,无法与正常的技能进行交换,只能在第五技能库中进行切换;第五技能在战斗中位于技能区域的最左侧,为第五号位", "picture": "7", "searchword": "", "jump": "" }, { "id": 85, "type": 4, "group": 4001, "node": "2_7", "title": "第五技能", "text": "第五技能往往是一个精灵最为核心的技能,承担着该精灵最重要的功能,会极大程度左右战局;通常有着更高的威力、必定命中等效果;在随着版本更新,部分精灵可以直接学习或通过技能学习获得新的第五技能,构成第五技能库", "picture": "20", "searchword": "", "jump": "" }, { "id": 86, "type": 4, "group": 4001, "node": "2_8", "title": "技能石", "text": "在除了自己的技能组外,精灵还可以额外装备技能石作为特殊的额外攻击技能,技能石有着多种系别可以选择(如水、火、草等),装备技能石的精灵将可以在战斗中使用出多种不同系别的技能", "picture": "8", "searchword": "", "jump": "" }, { "id": 87, "type": 4, "group": 4001, "node": "2_8", "title": "技能石", "text": "不同等级的技能石有着不同的威力与使用次数,在给精灵装备时可以自由选择攻击类型(物理攻击、特殊攻击),同时还有概率激发技能石的隐藏效果。已经装备的技能石无法取下,只能使用技能或技能石将其替换,替换时原本的技能石将会消失", "picture": "21", "searchword": "", "jump": "" }, { "id": 88, "type": 4, "group": 4002, "node": "3", "title": "精灵状态", "text": "战斗中,精灵会因为双方的效果而处于各种各样的状态,如能力提升状态、能力下降状态、异常状态", "picture": "13", "searchword": "", "jump": "" }, { "id": 89, "type": 4, "group": 4002, "node": "3_1", "title": "能力状态", "text": "战斗中,每个精灵都会有着6项属于自己的能力,分为:攻击、防御、特攻、特防、速度、命中;6项能力初始均为0级,此时不会进行展示,在战斗中能力等级发生因改变而不为0后,会展示当前所处的等级", "picture": "13", "searchword": "", "jump": "" }, { "id": 90, "type": 4, "group": 4002, "node": "3_1_1", "title": "能力提升状态", "text": "当对应能力等级大于0时,精灵头像下方会展示能力的对应等级,此时会认为精灵处于能力提升状态,精灵的能力也会发生变化,最多为6级;精灵下场后,能力提升状态消失", "picture": "22", "searchword": "", "jump": "" }, { "id": 91, "type": 4, "group": 4002, "node": "3_1_1_1", "title": "效果影响", "text": "能力提升状态会为其对应项目提升额外百分比加成,使精灵的能力值提升;通过能力提升等级获得的能力值提升,不会影响技能中对能力值的获取,如“附加自身攻击值50%的百分比伤害”不会因为精灵攻击能力等级的提升而提升", "picture": "22", "searchword": "", "jump": "" }, { "id": 92, "type": 4, "group": 4002, "node": "3_1_1_1_1", "title": "攻击、特攻提升", "text": "当精灵的攻击、特攻等级大于0时,每有1级,在计算伤害时攻击、特攻值会提升50%,如:攻击+2时,自身攻击值会提升100%,造成的物理攻击伤害提升至大约原本的200%,特攻+6时,自身特攻值会提升300%,造成的特攻伤害会提升至大约原本的400%", "picture": "19", "searchword": "", "jump": "" }, { "id": 93, "type": 4, "group": 4002, "node": "3_1_1_1_2", "title": "防御、特防提升", "text": "当精灵的防御、特防等级大于0时,每有1级,在计算伤害时防御、特防值会提升50%。如:防御+2时,自身防御值会提升100%,受到的物理攻击伤害会减少至大约原本的50%,特防+6时,自身特防值会提升300%,受到的特攻伤害会减少至大约原本的25%", "picture": "18", "searchword": "", "jump": "" }, { "id": 94, "type": 4, "group": 4002, "node": "3_1_1_1_3", "title": "速度提升", "text": "当精灵的速度等级大于0时,每有1级,在计算出手顺序时速度值会提升50%,如:速度+3时,自身的速度值会提升150%,如果成功超过了对手,那么本回合由自身先出手", "picture": "17", "searchword": "", "jump": "" }, { "id": 95, "type": 4, "group": 4002, "node": "3_1_1_1_4", "title": "命中提升", "text": "当精灵的命中等级大于0时,每有1级,在计算技能命中时命中率会提升50%,如:命中+1时,原本命中率为80%的技能会提升至120%,如果没有其他效果影响(如闪避等)本次技能会正常命中,不会MISS", "picture": "16", "searchword": "", "jump": "" }, { "id": 96, "type": 4, "group": 4002, "node": "3_1_1_2", "title": "相关交互", "text": "能力提升状态可以被各种效果响应、检索、交互,常见的交互方式有附加、解除、反馈、反转等", "picture": "139", "searchword": "", "jump": "" }, { "id": 97, "type": 4, "group": 4002, "node": "3_1_1_2_1", "title": "免疫", "text": "描述为“无法进行能力提升”,对能力提升的性质可以使精灵不受“附加”型从无到有的影响,无法免疫“翻倍”、“转移”、“调整”等影响", "picture": "139", "searchword": "", "jump": "" }, { "id": 98, "type": 4, "group": 4002, "node": "3_1_1_2_2", "title": "附加", "text": "常见描述为“令目标对象攻击能力等级+n”、或简化的“令目标对象攻击+n”等形式,与目标对象已处于的能力等级进行加减运算;当同时对攻击、防御、特攻、特防、速度、命中附加同等级的提升时,可以简化为“全属性+n”,目标获得任意一项能力提升后判定为附加成功,否则判定为未触发", "picture": "139", "searchword": "", "jump": "" }, { "id": 99, "type": 4, "group": 4002, "node": "3_1_1_2_3", "title": "消除", "text": "常见描述为“消除目标对象能力提升状态”;会使一方的所有能力提升状态归0,消除结束后,若被消除方能力强化消失,则消除判定为“成功”", "picture": "140", "searchword": "", "jump": "" }, { "id": 100, "type": 4, "group": 4002, "node": "3_1_1_2_4", "title": "吸取", "text": "常见描述为“吸取目标对象能力提升状态”;会使目标对象的能力提升附加至吸取方,与吸取方已处于的能力等级进行加减运算;若另一方无法能力提升则无法进行吸取;吸取结束后,若吸取方能力等级发生了提升,则吸取判定为“成功”;此外,若吸取方在吸取强化前对应的能力等级为6(达到能力等级强化上限),则吸取后能力等级仍为6,此时由于未发生实际能力提升,吸取不会判定为“成功”", "picture": "141", "searchword": "", "jump": "" }, { "id": 101, "type": 4, "group": 4002, "node": "3_1_1_2_5", "title": "反转", "text": "常见描述为“反转目标对象能力提升状态”,会使目标对象的所有能力提升附加为对应能力下降状态,反转结束后,若被反转方的能力等级变为了对应负值,则反转判定为“成功”;目标免疫能力下降状态时,反转始终无法触发", "picture": "142", "searchword": "", "jump": "" }, { "id": 102, "type": 4, "group": 4002, "node": "3_1_1_2_6", "title": "翻倍", "text": "常见描述为“令目标对象能力提升等级翻倍”,会使目标对象的能力提升等级变为原本的多倍,变化后判定为翻倍成功", "picture": "143", "searchword": "", "jump": "" }, { "id": 103, "type": 4, "group": 4002, "node": "3_1_1_2_7", "title": "调整", "text": "调整效果会直接对目标对象的能力值进行改动,如将能力提升重置(即等于0),对能力等级进行赋值(随机变化)等,此类变化会直接覆盖精灵原有的能力等级", "picture": "144", "searchword": "", "jump": "" }, { "id": 104, "type": 4, "group": 4002, "node": "3_1_1_2_8", "title": "转移", "text": "能力提升状态从一方转移至另一方的过程,如将目标对象的能力提升状态转移至目标对象下只登场精灵等,转移后的能力提升将会覆盖精灵原本的能力状态;交换能力等级在规则上也属于能力等级的转移", "picture": "145", "searchword": "", "jump": "" }, { "id": 105, "type": 4, "group": 4002, "node": "3_1_2", "title": "能力下降状态", "text": "当对应能力等级小于0时,精灵头像下方会展示能力的对应等级,此时会认为精灵处于能力下降状态,精灵的能力也会发生变化,最多为6级;精灵下场后,能力下降状态消失", "picture": "9", "searchword": "", "jump": "" }, { "id": 106, "type": 4, "group": 4002, "node": "3_1_2_1", "title": "效果影响", "text": "能力下降状态会为其对应项目减少一定百分比的数值,使精灵的能力值下降;因能力下降等级而受到的能力值下降,不会影响技能中对能力值的获取,如“附加自身攻击值50%的百分比伤害”不会因为精灵攻击能力等级的下降而下降", "picture": "9", "searchword": "", "jump": "" }, { "id": 107, "type": 4, "group": 4002, "node": "3_1_2_1_1", "title": "攻击、特攻下降", "text": "当精灵的攻击、特攻等级小于0时,在计算伤害时攻击、特攻值会呈反比下降,如:攻击-2时,自身攻击值会降低50%,造成的物理攻击伤害减少至大约原本的50%,特攻-6时,自身特攻值会降低75%,造成的特攻伤害减少至大约原本的25%", "picture": "10", "searchword": "", "jump": "" }, { "id": 108, "type": 4, "group": 4002, "node": "3_1_2_1_2", "title": "防御、特防下降", "text": "当精灵的防御、特防等级小于0时,在计算伤害时防御、特防值会呈反比下降。如:防御-1时,自身防御值会降低33%,受到的物理攻击伤害是原本的150%,特防-3时,自身特防值会降低60%,受到的特攻伤害也就是原本的250%", "picture": "11", "searchword": "", "jump": "" }, { "id": 109, "type": 4, "group": 4002, "node": "3_1_2_1_3", "title": "速度下降", "text": "当精灵的速度等级小于0时,每有1级,在计算出手顺序时速度值会呈反比下降,如:速度-3时,自身的速度值会下降60%,如果因此低于了对手,那么本回合由对手先出手", "picture": "14", "searchword": "", "jump": "" }, { "id": 110, "type": 4, "group": 4002, "node": "3_1_2_1_4", "title": "命中下降", "text": "当精灵的命中等级小于0时,每有1级,在计算技能命中时命中率会有所下降(命中-1~命中-3每级减少15%,命中-4~命中-6每级减少10%),如:命中-1时,原本命中率为100%的技能会减少至85%,开始出现MISS的情况", "picture": "15", "searchword": "", "jump": "" }, { "id": 111, "type": 4, "group": 4002, "node": "3_1_2_2", "title": "相关交互", "text": "能力下降状态可以被各种效果检索、响应、交互,常见的交互方式有附加、解除、反馈、反转等", "picture": "146", "searchword": "", "jump": "" }, { "id": 112, "type": 4, "group": 4002, "node": "3_1_2_2_1", "title": "免疫", "text": "常见描述为“免疫能力下降状态”,免疫能力下降可以使精灵不受“附加”型的从无至有的影响,无法免疫“翻倍”、“转移”、“调整”等对已有的能力下降进行的影响", "picture": "147", "searchword": "", "jump": "" }, { "id": 113, "type": 4, "group": 4002, "node": "3_1_2_2_2", "title": "附加", "text": "常见描述为“令目标对象攻击能力等级-n”、或简化的“令目标对象攻击-n”等形式,与目标对象已处于的能力等级进行加减运算;当同时对攻击、防御、特攻、特防、速度、命中附加同等级的下降时,可以简化为“全属性-n”;目标获得任意一项能力下降后判定为附加成功,否则判定为未触发", "picture": "146", "searchword": "", "jump": "" }, { "id": 114, "type": 4, "group": 4002, "node": "3_1_2_2_3", "title": "消除", "text": "常见描述为“解除目标对象能力下降状态”;会使目标对象的所有能力下降状态归0,消除结束后,若被消除方能力下降消失,则消除判定为“成功”", "picture": "148", "searchword": "解除", "jump": "" }, { "id": 115, "type": 4, "group": 4002, "node": "3_1_2_2_4", "title": "反馈", "text": "常见描述为“将自身能力下降状态反馈给对手”;反馈方会附加给被反馈方等同于反馈方的能力下降,附加成功时反馈方的能力下降归0;反馈结束后,若被反馈方能力等级发生了下降,则反馈判定为“成功”;此外,若被反馈方在被反馈前对应的能力等级为-6(达到能力等级下降上限),则反馈后能力等级仍为6,此时由于未发生实际能力提升,反馈不会判定为“成功”", "picture": "149", "searchword": "", "jump": "" }, { "id": 116, "type": 4, "group": 4002, "node": "3_1_2_2_5", "title": "反转", "text": "常见描述为“反转目标对象能力下降状态”,会使目标对象的所有能力下降变化为对应能力提升状态,反转结束后,若被反转方的能力等级变为了对应正值,则反转判定为“成功”;目标无法进行能力提升时,反转始终无法触发", "picture": "150", "searchword": "", "jump": "" }, { "id": 117, "type": 4, "group": 4002, "node": "3_1_2_2_6", "title": "翻倍", "text": "常见描述为“令目标对象能力下降等级翻倍”,会使目标对象的能力下降等级变为原本的多倍,变化后判定为翻倍成功", "picture": "151", "searchword": "", "jump": "" }, { "id": 118, "type": 4, "group": 4002, "node": "3_1_2_2_7", "title": "调整", "text": "调整效果会直接对目标对象的能力值进行改动,如将能力下降重置(即等于0),对能力等级进行赋值(随机变化)等,此类变化会直接覆盖精灵原有的能力等级", "picture": "144", "searchword": "", "jump": "" }, { "id": 119, "type": 4, "group": 4002, "node": "3_1_2_2_8", "title": "转移", "text": "能力下降状态从一只精灵转移至另一只的过程,如将目标对象的能力提升状态转移至目标对象下只登场精灵等,转移后的能力提升将会覆盖精灵原本的能力状态;交换能力等级在规则上也属于能力等级的转移", "picture": "145", "searchword": "交换", "jump": "" }, { "id": 120, "type": 4, "group": 4002, "node": "3_2", "title": "异常状态", "text": "附加在精灵身上的一种额外状态,显示在能力状态上方;异常状态往往会为精灵带来一些负面效果,如体力减少、伤害降低等;异常状态始终存在一个计数回合,当计数回合归0后,异常状态消失;异常状态对精灵的影响是异常状态在功能上分为多个类别,同一个异常状态可能同时属于多个类别;精灵下场后,异常状态消失", "picture": "45", "searchword": "", "jump": "" }, { "id": 121, "type": 4, "group": 4002, "node": "3_2_1", "title": "相关交互", "text": "能力下降状态可以被各种效果检索、响应、交互,常见的交互方式有附加、解除、转移等", "picture": "45", "searchword": "", "jump": "" }, { "id": 122, "type": 4, "group": 4002, "node": "3_2_1_1", "title": "免疫", "text": "常见描述为“免疫受到的异常状态”,免疫异常状态效果可以使精灵不受“附加”型的从无至有的影响,无法免疫“转化”、“转移”、“调整”等对已有异常状态进行的影响", "picture": "152", "searchword": "", "jump": "" }, { "id": 123, "type": 4, "group": 4002, "node": "3_2_1_2", "title": "附加", "text": "常见描述为“令目标角色XX”、“令目标角色XXn回合”、“随机附加n种异常状态”等,前者多用于附加固定的异常状态,后者多用于附加随机的异常状态;此外,对精灵附加异常状态,可以细分为如下步骤", "picture": "153", "searchword": "", "jump": "" }, { "id": 124, "type": 4, "group": 4002, "node": "3_2_1_2", "title": "附加时", "text": "附加异常状态时,首先确定附加异常状态的回合数,如果效果中有声明异常状态的回合数,则以声明回合数为准,当效果未声明即将附加的异常状态回合数时,默认为随机2~3回合", "picture": "154", "searchword": "", "jump": "" }, { "id": 125, "type": 4, "group": 4002, "node": "3_2_1_2_1", "title": "受到", "text": "受到的异常状态可以进行免疫,包括不限于技能效果、专属特性效果、抗性效果,所有对异常状态的免疫都是平行结算,当精灵同时有多种免疫异常状态方式,如回合类免疫异常状态、次数类免疫异常状态,天生免疫异常状态时,所有免疫异常效果都会结算,所以次数类免疫效果会消耗", "picture": "155", "searchword": "", "jump": "" }, { "id": 126, "type": 4, "group": 4002, "node": "3_2_1_2_2", "title": "进入", "text": "在受到异常状态之后,若本次附加并没有触发免疫效果,则精灵将会进入附加的异常状态;当精灵在处于某一种异常状态的情况下,被再次附加同种异常状态时,异常状态的回合数将会刷新为最新一次被附加的异常状态的回合数;如,当对手处于3回合的害怕状态时,若自身再次为对手附加2回合的害怕,则对手所处的害怕状态将会变为2回合", "picture": "156", "searchword": "", "jump": "" }, { "id": 127, "type": 4, "group": 4002, "node": "3_2_1_2_3", "title": "附加后", "text": "附加后,若对手处于本应附加的异常状态,则判定为附加成功,否则判定为未触发;同时附加多种异常状态时,本次附加会拆分为连续多次的单种异常状态附加(独立结算),其中任意一次赋予成功都会使本次连续附加判定为“成功”,当所有附加均未触发时,本次连续附加判定为未触发", "picture": "157", "searchword": "", "jump": "" }, { "id": 128, "type": 4, "group": 4002, "node": "3_2_1_3", "title": "消除", "text": "常见描述为“解除目标角色所处的异常状态”,会直接对目标角色的异常状态进行消除,异常状态在被消除之后不会对精灵产生任何持续影响", "picture": "158", "searchword": "", "jump": "" }, { "id": 129, "type": 4, "group": 4002, "node": "3_2_1_4", "title": "调整", "text": "常见描述为“令目标角色的XX状态回合数+n/-n”,会直接对目标角色异常状态的回合数进行改动,不会被免疫异常状态所响应;任何对异常状态回合数进行的改动都无法令异常状态的回合数变为0,在异常状态的回合数进行减少时,至多能减少至1,剩余回合数为1的异常状态无法进行回合数减少", "picture": "159", "searchword": "", "jump": "" }, { "id": 130, "type": 4, "group": 4002, "node": "3_2_1_5", "title": "转化", "text": "常见描述为“令目标角色的XX状态转化为XX状态“,是对已有的异常状态进行操作,不会被免疫异常状态所响应;若效果中未明确提及转化后的回合数,则转化后的异常状态剩余回合与转化前相同,若效果中明确提及转化回合,则以效果指定回合为准;当多种异常状态转化为一种异常状态时,回合数将进行累加计算,以转化前异常状态总回合数为准", "picture": "160", "searchword": "", "jump": "" }, { "id": 131, "type": 4, "group": 4002, "node": "3_2_1_6", "title": "转移", "text": "常见描述为“将目标角色1的XX状态转移至目标角色2“,是异常状态在不同角色之间的移动,不会被免疫异常状态所响应;转移后的异常状态不会对目标角色1产生影响,转而对目标角色2产生影响", "picture": "161", "searchword": "", "jump": "" }, { "id": 132, "type": 4, "group": 4002, "node": "3_2_2", "title": "弱化类异常状态", "text": "异常状态中的一类,此类异常状态会为精灵带来部分减益效果,但不会使精灵无法行动", "picture": "45", "searchword": "", "jump": "" }, { "id": 133, "type": 4, "group": 4002, "node": "3_2_2_1", "title": "中毒", "text": "弱化类异常状态,该状态下每回合对手行动开始时都会扣除最大体力的1/8", "picture": "45", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 134, "type": 4, "group": 4002, "node": "3_2_2_2", "title": "冻伤", "text": "弱化类异常状态,该状态下每回合对手行动开始时都会扣除最大体力的1/8", "picture": "49", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 135, "type": 4, "group": 4002, "node": "3_2_2_3", "title": "烧伤", "text": "弱化类异常状态,该状态下攻击技能的威力会减少50%且每回合对手行动开始时都会扣除最大体力的1/8", "picture": "34", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 136, "type": 4, "group": 4002, "node": "3_2_2_4", "title": "流血", "text": "弱化类异常状态,该状态下每回合对手行动开始时都会扣除80点体力", "picture": "48", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 137, "type": 4, "group": 4002, "node": "3_2_2_5", "title": "混乱", "text": "弱化类异常状态,该状态下精灵攻击技能的命中率减少80%且每回合对手行动开始时5%扣除50点体力", "picture": "47", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 138, "type": 4, "group": 4002, "node": "3_2_2_6", "title": "衰弱", "text": "弱化类异常状态,该状态下精灵受到的攻击伤害会随着衰弱的层级提升", "picture": "31", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 139, "type": 4, "group": 4002, "node": "3_2_2_7", "title": "寄生", "text": "弱化类异常状态,该状态下精灵每回合对手行动开始时扣除最大体力的1/8,同时对手会恢复等量的体力", "picture": "40", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 140, "type": 4, "group": 4002, "node": "3_2_2_8", "title": "束缚", "text": "弱化类异常状态,该状态下精灵的先制效果失效,束缚结束时受到最大体力1/8的百分比伤害", "picture": "46", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 141, "type": 4, "group": 4002, "node": "3_2_2_9", "title": "失神", "text": "弱化类异常状态,该状态下精灵使用属性技能50%无效", "picture": "41", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 142, "type": 4, "group": 4002, "node": "3_2_2_10", "title": "失明", "text": "弱化类异常状态,该状态下精灵使用攻击技能50%miss,若为必中技能则50%命中效果失效且无法造成攻击伤害", "picture": "38", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 143, "type": 4, "group": 4002, "node": "3_2_2_11", "title": "易燃", "text": "弱化类异常状态,该状态下精灵攻击技能命中率降低30%,被火系攻击技能命中时转化为烧伤", "picture": "25", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 144, "type": 4, "group": 4002, "node": "3_2_2_12", "title": "沉默", "text": "弱化类异常状态,该状态下精灵第五技能无效,且每回合结束后受到最大体力1/8的百分比伤害", "picture": "24", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 145, "type": 4, "group": 4002, "node": "3_2_2_13", "title": "臣服", "text": "弱化类异常状态,该状态下精灵无法对对手造成攻击伤害、固定伤害、百分比伤害", "picture": "50", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 146, "type": 4, "group": 4002, "node": "3_2_2_14", "title": "凝滞", "text": "弱化类异常状态,限制类异常状态,该状态下精灵无法切换,同时免疫受到的控制类异常状态", "picture": "37", "searchword": "异常状态 弱化类", "jump": "" }, { "id": 147, "type": 4, "group": 4002, "node": "3_2_3", "title": "控制类异常状态", "text": "异常状态中的一类,此类异常状态会直接使精灵无法行动,部分异常状态具有额外效果", "picture": "33", "searchword": "", "jump": "" }, { "id": 148, "type": 4, "group": 4002, "node": "3_2_3_1", "title": "麻痹", "text": "控制类异常状态,该状态下精灵无法行动", "picture": "33", "searchword": "异常状态 控制类", "jump": "" }, { "id": 149, "type": 4, "group": 4002, "node": "3_2_3_2", "title": "疲惫", "text": "控制类异常状态,该状态下精灵无法行动", "picture": "36", "searchword": "异常状态 控制类", "jump": "" }, { "id": 150, "type": 4, "group": 4002, "node": "3_2_3_3", "title": "害怕", "text": "控制类异常状态,该状态下精灵无法行动", "picture": "42", "searchword": "异常状态 控制类", "jump": "" }, { "id": 151, "type": 4, "group": 4002, "node": "3_2_3_4", "title": "睡眠", "text": "控制类异常状态,该状态下精灵无法行动,对手使用攻击技能且未miss时睡眠解除", "picture": "30", "searchword": "异常状态 控制类", "jump": "" }, { "id": 152, "type": 4, "group": 4002, "node": "3_2_3_5", "title": "石化", "text": "控制类异常状态,该状态下精灵无法行动", "picture": "32", "searchword": "异常状态 控制类", "jump": "" }, { "id": 153, "type": 4, "group": 4002, "node": "3_2_3_6", "title": "感染", "text": "控制类异常状态,该状态下精灵无法行动,感染结束后会转化为中毒与攻击、特攻等级-1", "picture": "35", "searchword": "异常状态 控制类", "jump": "" }, { "id": 154, "type": 4, "group": 4002, "node": "3_2_3_7", "title": "冰封", "text": "控制类异常状态,该状态下精灵无法行动,冰封结束后会转化为冻伤与速度等级-1", "picture": "29", "searchword": "异常状态 控制类", "jump": "" }, { "id": 155, "type": 4, "group": 4002, "node": "3_2_3_8", "title": "瘫痪", "text": "控制类异常状态,限制类异常状态,该状态下精灵无法行动、主动切换", "picture": "43", "searchword": "异常状态 控制类", "jump": "" }, { "id": 156, "type": 4, "group": 4002, "node": "3_2_3_9", "title": "焚烬", "text": "控制类异常状态,该状态下精灵无法行动,焚烬结束后会转化为烧伤与命中等级-1", "picture": "44", "searchword": "异常状态 控制类", "jump": "" }, { "id": 157, "type": 4, "group": 4002, "node": "3_2_3_10", "title": "诅咒", "text": "控制类异常状态,该状态下精灵无法行动,诅咒结束后会随机转化为烈焰诅咒、致命诅咒、虚弱诅咒之一", "picture": "26", "searchword": "异常状态 控制类", "jump": "" }, { "id": 158, "type": 4, "group": 4002, "node": "3_2_4", "title": "附属类异常状态", "text": "异常状态中的一类,此类异常状态仅能通过指名的方式出现,不会存在于随机异常的选取范围中", "picture": "28", "searchword": "", "jump": "" }, { "id": 159, "type": 4, "group": 4002, "node": "3_2_4_1", "title": "烈焰诅咒", "text": "附属类异常状态,该状态下精灵每回合结束后受到最大体力1/8的百分比伤害", "picture": "28", "searchword": "异常状态 附属类", "jump": "" }, { "id": 160, "type": 4, "group": 4002, "node": "3_2_4_2", "title": "致命诅咒", "text": "附属类异常状态,该状态下精灵受到的攻击伤害额外提升50%", "picture": "27", "searchword": "异常状态 附属类", "jump": "" }, { "id": 161, "type": 4, "group": 4002, "node": "3_2_4_3", "title": "虚弱诅咒", "text": "附属类异常状态,该状态下精灵造成的攻击伤害额外降低50%", "picture": "39", "searchword": "异常状态 附属类", "jump": "" }, { "id": 162, "type": 4, "group": 4002, "node": "3_2_4_4", "title": "星赐", "text": "附属类异常状态,该状态下的精灵造成的攻击伤害提升30%,每回合结束后恢复2点PP值", "picture": "189", "searchword": "", "jump": "" }, { "id": 163, "type": 4, "group": 4002, "node": "3_2_5", "title": "限制类异常状态", "text": "异常状态中的一类,此类异常状态会直接影响操作选择", "picture": "40", "searchword": "", "jump": "" }, { "id": 164, "type": 4, "group": 4002, "node": "3_2_5_1", "title": "瘫痪", "text": "控制类异常状态,限制类异常状态,该状态下精灵无法行动、主动切换", "picture": "43", "searchword": "异常状态 限制类", "jump": "" }, { "id": 165, "type": 4, "group": 4002, "node": "3_2_5_2", "title": "凝滞", "text": "弱化类异常状态,限制类异常状态,该状态下精灵无法切换,同时免疫受到的控制类异常状态", "picture": "37", "searchword": "异常状态 限制类", "jump": "" }, { "id": 166, "type": 4, "group": 4003, "node": "4", "title": "战斗体力", "text": "战斗中,每个精灵都有着自己的体力值,体力值关系到精灵对战的胜负、效果的触发等,在一个回合中,精灵的体力值往往会进行多次提升与下降,精灵改变体力的方式也多种多样;精灵体力始终无法超过体力上限", "picture": "162", "searchword": "", "jump": "" }, { "id": 167, "type": 4, "group": 4003, "node": "4_1", "title": "战斗伤害", "text": "对战中,精灵将会以不同的方式对对手造成伤害,根据其伤害的特征,可以分为:技能伤害、追加伤害,技能伤害可以分为攻击伤害、属性伤害,攻击伤害继续细分又划为物理攻击伤害、特殊攻击伤害,追加伤害可以细分为固定伤害、百分比伤害、真实伤害", "picture": "51", "searchword": "", "jump": "" }, { "id": 168, "type": 4, "group": 4003, "node": "4_1_1", "title": "技能伤害", "text": "依托于精灵使用技能的伤害,技能伤害存在系别概念,其中攻击伤害来自攻击技能,由技能威力、双方对应攻防值、克制倍数决定,而属性伤害来自属性技能,往往是固定的数值乘以克制倍数,若未提及则不会涉及攻防值。此外,技能伤害还受到对应的提升、减少、免疫等效果影响", "picture": "52", "searchword": "", "jump": "" }, { "id": 169, "type": 4, "group": 4003, "node": "4_1_1_1", "title": "攻击伤害", "text": "由攻击技能造成的技能伤害,也是游戏中伤害的主要类型,在效果描述中,若无特殊前缀,则“伤害”默认为特指攻击伤害,不包含其他形式的伤害", "picture": "52", "searchword": "", "jump": "" }, { "id": 170, "type": 4, "group": 4003, "node": "4_1_1_2", "title": "属性伤害", "text": "由属性技能造成的技能伤害,当需要造成此类伤害时,通常会于效果中会直接声明造成伤害的系别与点数,如“附加300点电系伤害”等", "picture": "52", "searchword": "", "jump": "" }, { "id": 171, "type": 4, "group": 4003, "node": "4_1_1_3", "title": "结算流程", "text": "无论是攻击伤害、属性伤害,均可以被增幅、减免、抵挡,具体结算顺序如下所示", "picture": "52", "searchword": "", "jump": "" }, { "id": 172, "type": 4, "group": 4003, "node": "4_1_1_3_1", "title": "初始伤害计算", "text": "初始伤害计算位于攻击方的使用技能时时点之后,计算公式为[(攻击方的等级×0.4+2)×攻击方攻击值/防御方防御值×技能威力+2]×克制系数×本系加成×随机浮动", "picture": "52", "searchword": "", "jump": "" }, { "id": 173, "type": 4, "group": 4003, "node": "4_1_1_3_2", "title": "二次伤害计算", "text": "当精灵的技能效果、特性效果包含威力提升、连击等效果时,会进行二次伤害计算,计算公式与初始伤害计算公式一致;由于计算的时点与初始伤害计算时点不同,双方精灵的部分状态可能已经发生了变化,故伤害最终计算结果也可能存在变化;如在二次伤害计算前先对对手的能力提升进行吸取,那么本次伤害计算时,对手已经没有能力提升状态,自身拥有吸取自对手的能力提升状态,造成的伤害会大幅度提升", "picture": "190", "searchword": "", "jump": "" }, { "id": 174, "type": 4, "group": 4003, "node": "4_1_1_3_3", "title": "伤害提升", "text": "常见描述为“造成的伤害提升n%”、“造成的伤害额外提升n%”等,当描述中不含“额外”时,伤害的提升比率为累加,如“先出手时造成伤害提升50%”与“对手处于异常状态时造成伤害提升50%”同时触发时,最终提升为100%;当描述中含有“额外”时,此伤害提升采用独立乘区进行计算,如“先出手时造成伤害提升50%”与“对手处于异常状态时造成额外伤害提升50%”同时触发时,最终提升为125%;额外提升与额外提升仍是独立计算,“伤害翻倍”在规则上视为“额外提升”", "picture": "191", "searchword": "", "jump": "" }, { "id": 175, "type": 4, "group": 4003, "node": "4_1_1_3_4", "title": "伤害保护", "text": "常见描述为“造成的伤害不低于n”,触发时若当前即将造成的攻击伤害低于描述额定值,则将伤害提升至描述额定值", "picture": "192", "searchword": "", "jump": "" }, { "id": 176, "type": 4, "group": 4003, "node": "4_1_1_3_5", "title": "固定减免", "text": "常见描述为“受到的伤害降低n点”、“目标角色造成的伤害减少n点”等,会使即将造成的攻击伤害减去描述额定值,最多减少至0", "picture": "193", "searchword": "", "jump": "" }, { "id": 177, "type": 4, "group": 4003, "node": "4_1_1_3_6", "title": "百分比减免", "text": "常见描述为“受到伤害减少n%”、“受到额外伤害减少n%”,当描述中不含“额外”时,伤害的减少比率为累加,如“处于异常状态时受到的伤害减少50%”与“对手先出手时自身受到的伤害减少50%”同时触发时,最终减少为100%;当描述中含有“额外”时,此伤害提升采用独立乘区进行计算,如“处于异常状态时受到的伤害减少50%”与“对手先出手时自身受到的伤害额外减少50%”同时触发时,最终提升为75%;额外提升与额外提升仍是乘区计算,“伤害减少1/n”在规则上视为“额外减少”", "picture": "194", "searchword": "", "jump": "" }, { "id": 178, "type": 4, "group": 4003, "node": "4_1_1_3_7", "title": "伤害限制", "text": "常见描述为“受到/造成的攻击伤害不超过n”,触发时若当前技能即将造成的攻击伤害高于描述值,则将伤害减少至描述值", "picture": "195", "searchword": "", "jump": "" }, { "id": 179, "type": 4, "group": 4003, "node": "4_1_1_3_8", "title": "伤害抵挡", "text": "常见描述为“抵挡对手下次攻击”、“免疫对手下次攻击造成的伤害”等,触发时会使接下来即将受到的攻击伤害归0", "picture": "196", "searchword": "", "jump": "" }, { "id": 180, "type": 4, "group": 4003, "node": "4_1_1_3_9", "title": "伤害转化", "text": "常见描述为“将下次受到的攻击伤害转化为XX”等,触发时会将本次攻击伤害转化为描述中的具体内容,如转化为体力、护盾、护罩等", "picture": "197", "searchword": "", "jump": "" }, { "id": 181, "type": 4, "group": 4003, "node": "4_1_1_3_10", "title": "护盾减免", "text": "精灵受到攻击伤害时,攻击伤害会优先令护盾进行扣减,当本次攻击伤害高出护盾时,精灵会受到高出部分的伤害", "picture": "198", "searchword": "", "jump": "" }, { "id": 182, "type": 4, "group": 4003, "node": "4_2", "title": "追加伤害", "text": "不需要依托于精灵使用技能的伤害,其来源可以多种多样,如异常状态、专属特性、战斗套装等", "picture": "54", "searchword": "", "jump": "" }, { "id": 183, "type": 4, "group": 4003, "node": "4_2_1", "title": "固定伤害", "text": "固定伤害特指游戏中以点数固定伤害描述的伤害,如附加200点固定伤害、吸取对手200点体力等,不存在系别概念;受到抗性中固定伤害抗性影响,也依次受提升、减少、免疫等效果影响", "picture": "54", "searchword": "", "jump": "" }, { "id": 184, "type": 4, "group": 4003, "node": "4_2_2", "title": "百分比伤害", "text": "百分比伤害特指游戏中以“/”、“%”描述的伤害,如附加对手最大体力1/3的百分比伤害、吸取对手1/3最大体力等,不存在系别概念;受到抗性中百分比伤害抗性影响,也依次受提升、减少、免疫等效果影响", "picture": "54", "searchword": "", "jump": "" }, { "id": 185, "type": 4, "group": 4003, "node": "4_2_3", "title": "真实伤害", "text": "真实伤害特指游戏中以“真实伤害”为描述的伤害,不存在系别概念,不会受到效果减免", "picture": "53", "searchword": "", "jump": "" }, { "id": 186, "type": 4, "group": 4003, "node": "4_3", "title": "体力恢复", "text": "精灵提升自身体力的主要手段,常用描述为“恢复自身最大体力的1/n”、“恢复n点体力”等,依次受到提升、减少、无法恢复等效果影响", "picture": "199", "searchword": "", "jump": "" }, { "id": 187, "type": 4, "group": 4003, "node": "4_4", "title": "体力调整", "text": "战斗中存在部分效果,不属于伤害与恢复,而是直接对精灵体力进行操作,如扣减、增加、交换、重置、令体力等于某一个值等", "picture": "163", "searchword": "", "jump": "" }, { "id": 188, "type": 4, "group": 4003, "node": "4_4_1", "title": "减少", "text": "常用描述为“扣除目标对象最大体力的1/n”、“将目标对象体力减少到n”,会将目标对象的体力进行向下调整", "picture": "163", "searchword": "", "jump": "" }, { "id": 189, "type": 4, "group": 4003, "node": "4_4_2", "title": "增加", "text": "常用描述为“增加目标对象最大体力的1/n”、“将目标对象体力增加到n”,会将目标对象的体力进行向上调整", "picture": "163", "searchword": "", "jump": "" }, { "id": 190, "type": 4, "group": 4003, "node": "4_4_3", "title": "交换", "text": "常用描述为“使目标对象1与目标对象2交换体力”,交换体力可以直接进行数值交换,或进行体力百分比的交换", "picture": "164", "searchword": "", "jump": "" }, { "id": 191, "type": 4, "group": 4003, "node": "4_4_4", "title": "赋值", "text": "常用描述为“令目标角色体力等于n”、“令目标角色体力等于n%”,使目标角色体力等于某个固定值或一定百分比的最大体力", "picture": "165", "searchword": "", "jump": "" }, { "id": 192, "type": 4, "group": 4003, "node": "4_5", "title": "体力上限", "text": "也称最大体力,战斗中存在部分效果,可以直接对手精灵体力上限进行操作;效果描述中,最大体力一般主要指精灵体力上限的数值,比如“恢复最大体力的1/2”可以恢复等同于精灵最大体力1/2的体力值,而体力上限则是可以被指向的目标对象,也不会存在“恢复”,而是增加、减少", "picture": "166", "searchword": "最大体力", "jump": "" }, { "id": 193, "type": 4, "group": 4003, "node": "4_5_1", "title": "增加", "text": "常用描述为“增加目标角色n点体力上限”,体力上限的提升会持续至战斗结束,无论精灵下场、恢复体力,均不会复原", "picture": "166", "searchword": "", "jump": "" }, { "id": 194, "type": 4, "group": 4003, "node": "4_5_2", "title": "减少", "text": "常用描述为“减少目标角色n点体力上限”,体力上限的减少会持续至战斗结束,无论精灵下场、恢复体力,均不会复原;此外,通常情况下体力上限最多减少至1点;当效果描述为“令目标角色消逝”时,目标角色的体力上限会归0,体力上限归0的角色将不再视为处于战斗中,也将失去所有影响战斗的持续性效果", "picture": "167", "searchword": "消逝", "jump": "" }, { "id": 195, "type": 4, "group": 4003, "node": "4_5_3", "title": "临时体力上限", "text": "在增加、减少体力上限时,若效果描述为“临时体力上限”,则此上限增加、减少会在某种情况下失去;当精灵拥有临时体力上限的增加、减少时,体力上限的减少、增加不会抵消临时体力上限,而是在普通的体力上限上进行结算", "picture": "168", "searchword": "", "jump": "" }, { "id": 196, "type": 5, "group": 5001, "node": "", "title": "音乐设置", "text": "通过拖动滑条可改变BGM音量的大小,也可以直接关闭/开启背景音乐", "picture": "117", "searchword": "", "jump": "" }, { "id": 197, "type": 5, "group": 5002, "node": "", "title": "异形适配", "text": "可以控制游戏画面两侧与设备屏幕左右边框的距离,可以用于适配曲面屏/水滴屏等异形屏幕", "picture": "118", "searchword": "", "jump": "" }, { "id": 198, "type": 5, "group": 5003, "node": "", "title": "模式选择", "text": "移动设备上选择常规模式可以更流畅运行;网页模式下选择兼容模式可以优化游戏运行性能", "picture": "119", "searchword": "", "jump": "" }, { "id": 199, "type": 5, "group": 5004, "node": "", "title": "奖励兑换", "text": "在游戏外的活动、联动等获得的礼包码可以于此处兑换为游戏内的奖励", "picture": "120", "searchword": "", "jump": "" }, { "id": 200, "type": 5, "group": 5005, "node": "", "title": "动画加速", "text": "可以调整对战中精灵出招、待机动画的速度,看板功能不受影响,根据设备的不同,调整幅度可能会存在差异", "picture": "121", "searchword": "", "jump": "" }, { "id": 201, "type": 5, "group": 5006, "node": "", "title": "对战模式", "text": "动画模式下,精灵出招会播放完整的技能动画;呼吸模式下,精灵只会播放待机动画,不会有实际出招动作;静态模式下,精灵不会活动,性能最优", "picture": "122", "searchword": "", "jump": "" }, { "id": 202, "type": 5, "group": 5007, "node": "", "title": "战报内容", "text": "简约战报会展示双方精灵每回合使用的技能或采取的行动;详细战报在此之外,会为双方使用的技能提供一些辅助记忆与理解的文本提示,战报栏能同时呈现出的技能数量会有一定的减少", "picture": "123", "searchword": "", "jump": "" }, { "id": 203, "type": 5, "group": 5008, "node": "", "title": "战报方位", "text": "可以将战报设置在对战界面上方/下方,根据习惯进行查看", "picture": "124", "searchword": "", "jump": "" }, { "id": 204, "type": 5, "group": 5009, "node": "", "title": "精元孵化", "text": "在物品仓库的其它-精元页签下,你可以查看已获得的精元,点击使用即可立即孵化该精元,不同精元的孵化时间可能存在差异。", "picture": "125", "searchword": "", "jump": "" } ] }